Red Dragon

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So. Lets say i am a druid who picked Monk Dedication feat at level 2. I picked Monk's Flurry feat at level 10, and Advanced Kata (for One-Inch Punch) on level 12.
The only feat i am willing to retrain at this point is level-6 feat. And the only free room for non-druid feat on planned build is on level-16.

Do you think it's ok to allow retrain level-6 feat for an Archetype feat (let's say Sixth Pillar Dedication), when i am on level 12 and technically picked two monk feats, and thus eligible to take another Archetype feat? I would like to pick second archetype's feat (Sixth Pillar Mastery) on level-16.


So Shocking Grasp provides: "If the target is wearing metal armor or
is made of metal, you gain a +1 circumstance bonus to your
attack roll with shocking grasp".
But Spellstrike replaces your regular melee spell attack with Spellstrike's melee attack.
Question is, would +1 circumstance bonus apply to Spellstrike's attack, if Magus uses it against target wearing meta armor?"


Quote:

Your spell has a powerful aftereffect, briefly granting you a certain spell

depending on the spell you cast. You use Arcane Cascade and are subject
to an additional aftereffect spell depending on the school of your most
recent spell. This aftereffect spell’s duration lasts until the end of your
next turn or its normal duration, whichever is longer. Using Arcane Shroud again
ends any existing spell you gained from Arcane Shroud.
• Abjuration stoneskin
• Conjuration blink
• Divination see invisibility
• Enchantment heroism
• Evocation fire shield
• Illusion invisibility (ends after a hostile action, as normal)
• Necromancy false life
• Transmutation fleet step

Let's say i used Spellstrike with Daze (with expansive strike feat, to make possible using Daze with Spellstrike). If i use Arcane Cascade afterward, while having Arcane Shroud feat. That should put Heroism spell on me, which should last standard one minute.

Question is - what level of Heroism would it be? If i am at level-17, and all my cantrips auto-leveled to level-9, does that mean Heroism also will be level-9?


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Earlier i talked about how battleform spells just not good enough, especially for classes like sorcerer or wizard, due to their low unarmed proficiency. It's just impossible to effectively compete in melee combat with classes like fighter, monk and barbarian. Those can easily both out-damage you in melee combat, and out-tank you.
This however can be change with re-implemintation of old spell (tenser's) transformation.
As i can see this spell in second edition Pathfinder, spell would simply temporarily give you master proficiency with all martial and simple weapon, and unarmed attacks. And as heightened (lets say as level 8) - legendary proficiency.
Other bonuses also will be welcomed, like upped fortitude save, and maybe slightly improved armor via status bonus. But main request still lies in improved attack bonus. And yes, IMO it have to be specifically improved proficiency bonus. Otherwise we again will stuck with situation where multi-classed fighter will get themselves both legendary proficiency in weapons, AND status bonus from spell(s), AND item bonus from items. While sorcerers/wizards in the end still get lower attack bonus due to stacking limitation.

P.S. Oh and yes. As of before, spell should prevent any further spellcasting during spell effect. 1 minute duration for the spell is perfectly fine.


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Historically clone (spell) exist as a measure for arcane spellcasters, who distrust their "resurrection" been handled by anyone else but themselves. With reasonable downside of 1 week spellcasting.
On one side it's of course cool that as a ritual it now can potentially been handled by non-spellcasters.
On the other hand though... it requires 4 ritualist, and subject of cloning CAN'T bee one of ritualist. That alone negates secrecy of cloning, which often necessary (due to preference of cloning over a resurrection). Not mentioning that success of ritual obviously reduces with number of required ritual participants.
And of course 7 days takes only to perform ritual. Which alone reasonable time. But waiting 2d4 month afterward for clone to grown almost negate clone usefulness for a player character.


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In particular attack rating provided. It's fairly well balanced when facing enemies of your level (as of level to animal form vs level-3 enemies, and level-5 animal form vs level-9 enemies), providing you roughly 60% chance to hit on your first strike (with spells' attack rating).
However as soon as you start facing enemies of higher level - spells of (initially) lower levels start becoming nearly useless. Even with just two level difference you will start noticing how drastically efficiency drops.
That constantly forces you to pick new Battle Forms. Which bad on it's own at least roleplay-wise (what if character really prefers one particular form?), and in case of Wild Shape it gets even worse, as it forces you to pick only feats that gives you new battle forms for Wild Shape.

I think Battle forms needs more versatile spell-heightening mechanics. Perhaps even something like providing universal spell-card on how every battle form scales with attack and armor class, with ability to heighten it to every spell-level. With additional upscaling described for every particular battle form.
In short providing mechanics where you can heighten even lower battle form spells like Animal Form or Dinosaur Form up to level-10.


So description says

Quote:

Your familiar is the source and repository of the spells

your patron has bestowed upon you, and you must
commune with your familiar
to prepare your spells
each day using your witch spellcasting

However which familiar doesn't seems getting [i]Speech[/] Familiar ability automatically.

Does that mean you are forced to pick it every day, in order to be able to prepare your spells?

It surely can't be just through basic empathetic link, as one hardly can pass useful knowledge via it.


Both Dhampirs and Oracles with Bones mystery are healed by negative energy, rather than positive. However neither of those specifically considered to be undead.
So, question is, can they be a target for a Malignant Sustenance spell?


So, nearly all of new ranger feats states requirement "Warden Spells", which intuitively makes you look for "warden Spells" feat... which... doesn't exist.
And after some thorough search you finally figure out that real requirement is to pick "heal companion" feat, which grant you first warden spell, and focus pool of 1.
It really creates a confusion, and i think need some additional explanations and perhaps some minor rework on how you grant spells to ranger.


Been so close to release not gonna be changed on release, but still something to consider on further publishes.

Quote:
Moderate Curse: Smoke and flickering visions of flame fill your senses more completely, and harmless flickers of obscuring flames also fill your space. You are concealed from other creatures, and all other creatures and objects are concealed from you; however, you do not need to attempt a flat check to make spell attack rolls for fire spells against creatures within 30 feet. All your senses become imprecise beyond 30 feet, meaning everything past 30 feet is either hidden or undetected. As the other creatures are not themselves cursed, they can benefit from effects that would allow them to ignore or mitigate the concealment, as normal.

Providing that all creatures are concealed from you, meaning allies too.

Firstly that means in the heat of battle player practically should lost track on who is friendly and who not. Which obviously creates really heavy issue of oracle not just been useful, but rather not been harmful for the team.
And that of course also means that GM would have somehow separately run combat for oracle, and everybody else. Otherwise player would just know who is who and... well, good luck convincing him/her to not meta-game :P

I think some tweaking is needed, like perhaps similar to major curse, allow spend single action just to give the idea to player on who of concealed creatures is ally, and who not (while still keep the concealment effect).


Those insanely powerful on their own, but getting even more OP synergy with many class abilities.
Where whole idea giving bonus damage dice is interesting on it's own, and surely can benefit two-handed weapons (something that always were underpowered on high levels in previous editions), i feel like it's usage need to be limited.

Most obvious that come my head - just give 'flourish' trait to weapons with strike runes. With choice to wielder where he want to use strike rune on his turn, once, or other abilities with flourish trait.

As such even on it's own strike runes will remain good, but not overpowered. And it will prevent any overwhelming combos, like ranger using 'impossible flurry' with weapons, each having major strike rune, and similar abilities that provides extra opportunities to make more strikes.


Side note for polymorph trait states:
"If you take on a battle form with a polymorph spell, the
special statistics can be adjusted only by circumstance bonuses,
status bonuses, and penalties."
Which is totally fine and understandable.
However level-16 Barbarian's "dragon transformation" feat states:
"You transform into a ferocious Large dragon, gaining the effects
of 6th-level dragon form except that you use your own AC and attack modifier; you also apply your extra damage from Rage."
As if otherwise i couldn't benefit from rage? say being druid with barbarin dedication, and transforming into dragon via wildshape, or simply by casting "dragon form"?